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Replying to @MissKatonikttv
Sorry to break it to you, but every game incorporates some AI tools. If you use Photoshop, Unreal, a DLSS, SpeedTree, procedural modeling, or even automatic UVW... that's AI. Sorry for just being honest enough to say it. That said, I understand and sincerely respect your choice.
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I may like to suffer cuz I handpainted a whole hero tree from top to bottom 🌝 It was actually fun to do and know I will do this process again ! I did a lot of texturing on Procreate and 3D coat, base mesh and UVs with speedtree, HP on Zbrush and base color on Substance Painter
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Wait till they hear about the stranglehold speedtree has on the industry Its all the same tree
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Bonsai type ahh tree. Obviously also made with SpeedTree like the others...
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Medium ahh tree, made with SpeedTree
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Big ahh hero tree also made with SpeedTree.
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More vegetation stuff i never shared i guess... for an ad campaign for one of the most popular fabric softeners in the world lol made with SpeedTree.
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No speedtree helps you make the individual tasks. There are things like PCG that help you procedurally lay down a lot... but i dont like to use it haha. I feel like i can "see" when it was done procedurally versus hand doing it. Plus i want to constantly make sure the character flow through the level feels good, so everytime i place a bunch i play through it to make sure your character doesnt get hung up on anything. It's slow for sure, but better in the long run i think.
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I mean even before AI, a lot of game devs used algorutgms to generate stuff. Not so different. I mentioned trees, because companies use SpeedTree for open world games to generate them. No one cried people who model trees are getting fired.
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Replying to @HostOfMeta @BurnZeZ
speaking of trees, worked on a SpeedTree integration the reason we can get vast foliage in games? simple :) anything complex starts tanking performance quickly
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Replying to @TyrokiO
There are some I still want more clarification for; like the new Hot Shots Golf says it uses AI for "tree textures" but I've seen others say they just used SpeedTree. Is the disclosure unecessary, did they actually use AI, or does SpeedTree now use AI? I really want to know.
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If you care too much about eye candy, you can enable foliage and SpeedTree. You can also turn on real-time reflections for every car, add dynamic shadows with heavy filtering, and top it all with 8x AA-assuming you want the lowest FPS possible 😁
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Replying to @SamGreszes
When it was called machine learning nobody cared. When it was called scrips, nobody cared. When was middleware tools, automated assets (SpeedTree), rule-based systems, decision trees, agent systems, procedural systems, algo generation, fractal gen… You get the idea. 🤷‍♂️🤦‍♂️😂
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Replying to @eurogamer
When it was called machine learning nobody cared. When it was called scrips, nobody cared. When was middleware tools, automated assets (SpeedTree), rule-based systems, decision trees, agent systems, procedural systems, algo generation, fractal gen… You get the idea. 🤷‍♂️🤦‍♂️😂
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there was one of these "disclaimers" where the publisher was trying to say SpeedTree was AI speedtree is a tree generator that was first released in 2002. if that counts as AI, elder scrolls oblivion is AI-generated
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my latest 3D enviro project : END OF THE CYCLE #maya #SubstancePainter #SpeedTree #Zbrush #arnold
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I’m going to get crucified for this but it’s actually a great use case for AI to make the initial tile set, and the replace things and spend time crafting the improvements. Not particularly different from using speedtree or a terrain generator and then refining by hand.
I do most of the level design and layouts on paper and then build the tileset on top of them
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had doubts after posting this so i looked at the credits aha! speedtree!
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(fyi, just an observation as ive been using speedtree a lot at my current job, its like when i spot quixel assets in games lol)
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